Zeppeli Gyro Supreme Posted November 9, 2010 Report Share Posted November 9, 2010 The Herojamas was an Archetype I created forever ago when I saw Ojama Yellow in a cape during one of the episodes of Yu-Gi-Oh! GX, and was put in a set of cards I created forever ago. Since then, Ojama Red and Ojama Blue have come out, and I decided finally to come back and rework the Herojamas. Most of them fit perfectly with the Ojama theme proposed by the new Ojama support cards, but some are a bit off. Originally the Herojamas were supposed to be Beast-Warriors instead of Beasts, but to fit in with the card Solidarity, I decided to leave them Beasts. Something important to note is that Herojamas are considered "Ojama" monsters for card effects since they technically say "Ojama" in the card name. With that in mind... [spoiler="Ojama and Herojama monsters"] Ojama Dog Light/Beast/2/0/1000 When this card is Summoned, select 1 of your opponent’s unoccupied Spell/Trap or Monster Card Zone. As long as this card remains face-up on the field, the selected zone cannot be used. You may Tribute this card during your Standby or Main Phase 2 to add 1 “Ojama” Spell Card (or “Ojamuscle”) from your Graveyard to your hand. Ojama Snake Light/Beast/1/0/0 While this card is in your Graveyard, it is treated as a Normal Monster. When an opponent’s monster declares an attack on a face-up Level 2 or lower Normal Monster, you may send this card from your hand or face-up on the field to the Graveyard to negate that attack. Then inflict 300 damage to your opponent’s Life Points. Herojama Sidekick Light/Beast/2/1000/0 When 1 or more “Ojama” monster(s) on your side of the field other than “Herojama Sidekick” would be destroyed or removed from play by the effect of a Spell or Trap Card, you may return up to 3 of those monsters to your hand and Special Summon this monster in face-up Attack Position. Herojama Gold Fire/Beast/3/1000/1000 While this card is face-up on the field or in the Graveyard, it is treated as a Normal Monster. Once per turn, you may negate the destruction of 1 or more Attack Position “Ojama” monster(s) due to battle, or the effect of an Effect Monster controlled by your opponent. Herojama Lime Light/Beast/3/1000/1000 While this card is in the Graveyard it is treated as a Normal Monster. Up to 3 times per turn, you may discard a card to increase the ATK of another face-up “Ojama” monster on your side of the field by 1000 until the End Phase. Herojama Clear Light/Beast/2/0/1000 While this card is face-up on the field or in the Graveyard it is treated as a Normal Monster. Once per turn, you may change this card’s name to the name of a Fusion Material Monster listed on an “Ojama” Fusion Monster in your Extra Deck until the end of your opponent's next turn. Herojama Gray Light/Beast/2/0/1000 You may discard this card to negate the activation and effect of a Spell, Trap, or Effect Monster effect that would destroy a face-up “Ojama” monster on your side of the field, and destroy that card. Your opponent then gains 1000 Life Points. Herojama Purple Light/Beast/4/0/2000 While this card is in the Graveyard, it is treated as a Normal Monster. By tributing this face-up Defense Position monster, select and activate 1 of the following effects: * Special Summon 1 Level 2 or lower monster from your Graveyard in Attack Position. * Add 1 “Herojama” monster from your Deck to your hand. [/spoiler] [spoiler="Ojama/Herojama Fusion Monsters"] Ojama Judge Light/Beast-Warrior/Fusion/6/0/2000 “Ojama Black” + 1 “Herojama” monster Neither player can Special Summon non-Fusion Effect Monsters. Once per turn you may discard an “Ojama” card from your hand to destroy the face-up Attack Position monster with the highest ATK on the field. Ojamayor Light/Beast/Fusion/4/1000/2100 1 “Ojama” monster + 1 “Herojama” monster The hand size limit of your opponent is decreased by 2. In addition, your opponent cannot draw cards if they would then exceed their hand size limit by 2 or more. Ojama Jester Light/Beast/Fusion/5/2200/0 “Ojama Yellow” + 1 “Ojama” monster Once per turn you may add 1 Normal Monster in your Graveyard to your Deck. If you do, switch this card’s ATK and DEF until the End Phase of your opponent’s next turn. Ojama Duke Light/Beast/Fusion/4/0/2000 “Ojama Green” + 1 “Ojama” monster Select 3 unoccupied Spell/Trap and/or Monster Card Zones. The selected zones cannot be used. Super Herojama Black Dark/Beast/Fusion/8/3000/2000 “Herojama Gray” + “Herojama Lime” + 1 or more other “Ojama” monsters This card cannot be Special Summoned except by Fusion Summon. As long as this card remains face-up on your side of the field, increase the ATK of all “Ojama” monsters on your side of the field by the number of Monsters used in this card’s Fusion Summon x200. Super Herojama White Light/Beast/Fusion/7/2500/2500 1 “Herojama” monster + 2 “Ojama” monsters This card's name is treated as "Ojama King" while it is face-up on the field. Once per turn, you may remove from play a level 3 or lower Normal Monster in your Graveyard to Special Summon 1 “Eviljama Token” (Dark/Beast/1/0/100) on your opponent’s side of the field in Defense Position. “Eviljama Token”s cannot be Tributed or used for the Synchro Summon of a Synchro Monster. Super Herojama Rainbow Light/Beast/Fusion/10/3000/4000 “Ojama King” + “Herojama Gold” + “Herojama Purple” This card cannot be Special Summoned except by a Fusion Summon conducted with the above mentioned monsters. This card is unaffected by other card effects, and both players cannot Special Summon Effect Monsters monsters except for Fusion Monsters. Tribute 1 “Ojama” monster to inflict damage to your opponent’s Life Points equal to the Level of the Tributed monster x250. [/spoiler] [spoiler="Ojama Spell and Trap support"] Ojama Reload Normal Spell Card Return 3 “Ojama” cards in your Graveyard to the Deck and shuffle. Draw 2 cards, then discard 1. Zero Alliance Normal Spell Card Special Summon from your hand or Graveyard up to 2 Normal Monsters with 0 ATK in face-up Attack Position. Those monsters cannot be Tributed or used to Synchro Summon a Synchro Monster. Herojama Combination! Normal Spell Card Activate only while you control at least 1 “Herojama” monster. Destroy a number of Attack Position monsters your opponent controls up to the number of “Ojama” monsters on your side of the field. Ojamandala Normal Spell Card Activate only while you have no monsters on your side of the field and by paying 1000 Life Points. Special Summon 1 of each “Ojama Yellow”, ‘Ojama Green”, and “Ojama Black” from your hand or Graveyard. Super Ojabomba!!! Normal Spell Card Discard 1 Spell Card while you control 1 of each “Ojama Yellow”, “Ojama Green”, and “Ojama Black” on your side of the field to destroy all cards on the field that are not face-up Level 2 or lower “Ojama” monsters, then inflict damage to your opponent equal to the number of cards destroyed by this effect x300. King’s Steward Equip Spell Card Tribute 1 “Ojama” monster to activate this card. Special Summon 1 “Ojama King”, “Ojama Knight”, or “Ojama Duke” from your Extra Deck and equip it with this card. The equipped monster cannot attack. When this card is removed from the field or the Summoned monster is destroyed, return it to the Extra Deck. Ojama King’s Order Continuous Spell Card Destroy 1 card on your opponent’s side of the field and inflict 300 damage to your opponent’s Life Points. You may activate this effect up to a number of times each turn up to the number of other face-up "Ojama" monsters on your side of the field. During the turn this effect was activated, you cannot attack. Destroy this card if you do not control a face-up “Ojama” Fusion Monster. Pride Shout Continuous Spell Card When a monster with 0 ATK successfully attacks your opponent’s Life Points directly, inflict damage to your opponent’s Life Points equal to the DEF of that monster. If the DEF of the monster is also 0, instead draw 1 card from your Deck. Ojamarking Normal Trap Card When a monster on your side of the field is destroyed as a result of battle, you may remove from play this card in your Graveyard to Special Summon 1 “Ojama” monster from your Graveyard to either player’s side of the field. Ojamable Normal Trap Card Activate only when 1 or more “Ojama” monsters(s) are destroyed and sent to the Graveyard. Return 1 or more of those cards to the Deck and shuffle, then draw 2 cards and discard 1. Herojama Entrance Normal Trap Card When this card is activated, select and activate 1 of the following effects: * Add 1 “Herojama Gold”, “Herojama Lime”, or “Herojama Purple” from your Deck to your hand. * Discard 1 card. Add 2 “Herojama” monsters from your Deck to your hand. Those monsters cannot be used as Fusion Material monsters from your hand this turn. Unlikely Hero Normal Trap Card Special Summon 1 Level 2 or lower Normal Monster from your hand, Deck, or Graveyard in face-up Attack Position. If the Summoned monster is destroyed during the turn this card was activated, take damage equal to that monster’s DEF. [/spoiler] [spoiler="Generic Fusion support"] Hyper Fusion Gate Continuous Trap Card As long as this card remains face-up on the field, your Level 6 or lower Fusion Monsters can be Fusion Summoned without using "Polymerization". during your Main Phase or your opponent’s Battle Phase by paying 800 Life Points. Flashback Fusion Normal Spell Card Send Fusion Material Monsters that are listed on a Fusion Monster Card from your hand or your side of the field to the Graveyard, and Special Summon that Fusion Monster from your Extra Deck. During your Main Phase while this card is in your Graveyard after it has been activated, you may pay 500 Life Points and remove it from play to activate its effect. Reinforced Polymerization Normal Spell Card Send Fusion Material Monsters that are listed on a Level 7 or lower Fusion Monster Card from your hand or your side of the field to the Graveyard, and Special Summon that Fusion Monster from your Extra Deck. Once while that monster remains face-up on the field, it is not destroyed. Preemptive Fusion Normal Spell Card Send 1 Fusion Material Monster listed on a Level 6 or lower Fusion Monster Card from your deck, along with the remaining Fusion Material Monsters from your hand or your side of the field, to the Graveyard, and Special Summon that Fusion Monster from your Extra Deck. Other monsters you control cannot attack this turn.[/spoiler] [spoiler="Card explanations and uses. Read only if you really want to."] Ojama Dog - If you're wondering why it's a dog, it's because in the Ojama Country picture they depict an Ojama that looks very much like a little dog. It's pretty obvious that Ojama Dog is supposed to support the Zone blocking of the other Ojamas, while also being able to help "fetch" cards to assist the others. Ojama Snake - Like Ojama Dog, there seems to be an Ojama-based snake wriggling around in the picture of the Ojama Country card. Instead of making this card dependent on a single Archetype, I decided to branch out just a bit and allow its effect to work on more cards. I'm hoping people don't think its effect is too powerful. Herojama Sidekick - The reason it's "3" monsters for this card's effect is so that you can use it on the three main Ojamas. This theme has been repeated a few times in this set. Herojamas Gold, Lime, Gray, and Purple - A lime green, golden, and Purple Ojama are each depicted on the Ojama Country card. Since they are not usually depicted with the other Ojamas, the "Herojama" archetype comes into play as the secretive heroes of the Ojama Country. While they are clumsy, they always do what's right. Herojama Clear - The only Ojama who is not shown on Ojama Country... because it's invisible? Its effect has some obvious uses, such as use with Fusion Summoning "Ojama King" or the newer "Ojama" Fusions I made which require 1 of the three Ojamas, but you can also use it to substitute for Ojama King in a fusion, as well as take Ojama King's name so it can be used with "Ojamuscle". Ojama Judge - Just imagine Ojama Black wearing a judge's robe and a giant powdered wig and holding an oversized gavel. Basically he is an addition to the restrictive nature of Ojamas while not hindering the "Ojama" theme by much with his effect. Ojamayor - Again, a restricting card, but this time hindering the opponent's draws and hand as well. It can be used to lockdown your opponent's draw when they already have more than the max cards in their hand, and can be combined with Enervating Mist to cause your opponent's hand size limit to become 3. Ojama Jester - The return effect allows you to use an otherwise worthless "Ojamagic"'s effect if you had an Ojama you needed in the Deck. Its switching ability is so that you can change its ATK back to its ATK if it gets switched by Ojama Country. Super Herojama White - Basically the Herojama version of Ojama King. While its effect is not as effective, it can still be used to attack while you don't have Ojama Country out. ---Ojama Reload - The most useful thing about Ojama Reload is that its discard allows you to use the effects of "Ojamarking" and "Ojamagic" much more easily, and it can even recycle another Ojama Reload into your deck. Ojamandala - An altered card from the show. Its activation requirement is more strict, but its Summoning effect is more useful. King's Steward - Lets you pull out Ojama King to use for Fusion Material, or more usefully, to use its effect. Also an easy way to use "Ojama King's Order". Pride Shout - Another slightly altered card from the show. If it were in an Ojama deck, it could be used without the need of "Ojama Country". Its secondary effect was a tag-on to make it useful no matter what 0 Attackers you used it with. ---Hyper Fusion Gate - Basically a "sped-up" version of Fusion Gate, but more restrictive. Basically sacrificing strength for speed. Basically these cards were restricted to only Level 6 and lower so that they cannot be abused with some of the stronger Fusion Monsters, and can possibly bring some use to more useless Fusions which have long since been scrapped.[/spoiler] Link to comment
CommanderVolt Posted November 10, 2010 Report Share Posted November 10, 2010 Since theres alot to cover i'll start with the basic monsters you have. Ojama Dog - Me Like it. Though the Main Phase 2 activation is a little odd (reminds me of Sweet Corn) its a Karakuri Merchan for Ojama's that would be a nice card to print for them. 8/10 Ojama Snake - At first i thought it was a gemini monster. Then i saw you got this little "Treat as Normal Monster" thing going. Intresting idea. Not sure if i like it too much, effect allows you to negate attack, but then returns to deck. Not just gonna send it to the graveyard? You do have stuff like Mass Factory, or is that why it returns to deck? 6/10 Herojama Sidekick - Nice counter card, save your guys from Lightning Vortex, Torrential Tributes ettc. Gets sacraficed but i guessit serves it's purpose. 8/10 Herojama Gold - Prevents an Attack Position Ojama card from being destroyed once per turn by Battle or Card Effect. I don't have much to say for this one. 8/10 Herojama Lime - This and Ojamagic would go hard. Nuff Said,and seeing some of the other stuffs, that could easily turn into an OTK. Only up to 3 times a turn, is that balance enough? I can't rate this, don't have a good feel for it. Herojama Clear - Why not just have it be able to substitue for an "Ojama" Card when Fusion Summoning an Ojama Monster? Either way, it's like a Ojama Prisma. Nice. Herojama Gray - Looks like a wierd version of My body as a Shield for Ojama cards. Pretty nice. 7/10 Herojama Purple - I think the defense mode thing might be a bit hindering to it's uses. Other then that, good card for an Ojama Deck. 6/10 Im not really one for rating cards, so it's probbaly better you just ignore them xD. Anyway, i like these, i could totally see my self dueling with those if that were to ever happen. Link to comment
Zeppeli Gyro Supreme Posted November 10, 2010 Author Report Share Posted November 10, 2010 Oja Dog - The reason for the Main Phase 2 clause is so that you can't just Special Summon it and then use its effect. That would make OjaTK a bit too fast. I might just change it back, though. Oja Snake - I guess sending it to the Graveyard would be better. I don't remember my reasoning for returning it to the deck. Lime - True enough that it can be used with Ojamagic, but considering he is a 0 ATK monster with specific targets, and if you didn't use Ojamagic his effect would be super costly, I think it's pretty balanced. It might be overboard now that I think of it, though. Clear - His effect is more versatile this way. You can use his effect to copy the name "Ojama King" to allow you to use Ojamuscle on him, or use his effect to make him the third Ojama you needed. Now that I think of it, though, you could really just use 3 Ojama Clears instead of the regular Ojamas, though you couldn't use Ojamagic any longer. I might need to rework this, or he could just be limited/semi-limited. Purple - I added the Defense thing so that you can't just Summon him and use his effect. Technically he is the strongest beatstick for the Ojamas with his 2000 DEF, so if he also had an easy-to-use effect, it would be ridiculous. Thanks for looking over my cards. It seems like people don't like to come into the Written Cards section very often. Link to comment
CommanderVolt Posted November 10, 2010 Report Share Posted November 10, 2010 No problem, you asked me to. Im gonna get down to lookin at the Fusion stuff in a little bit. Link to comment
Zeppeli Gyro Supreme Posted November 10, 2010 Author Report Share Posted November 10, 2010 Well, the Ojama fusions would never really be used, if they even were real. They were just made for fun. Link to comment
Bringerofcake Posted November 10, 2010 Report Share Posted November 10, 2010 Ojamayor is godly. Just saying. Link to comment
Zeppeli Gyro Supreme Posted November 10, 2010 Author Report Share Posted November 10, 2010 [quote name='Bringeroficecream' timestamp='1289418872' post='4776081'] Ojamayor is godly. Just saying. [/quote] Yeah, they can lock down your opponent's hand pretty well, but their extremely low stats make them nearly impossible to use. Link to comment
CommanderVolt Posted November 11, 2010 Report Share Posted November 11, 2010 [quote name='slayer_supreme' timestamp='1289410335' post='4775824'] Well, the Ojama fusions would never really be used, if they even were real. They were just made for [b]fun[/b]. [/quote] Yes, and it is for that reason i play this game and make up cards. A friend of mine actually printed out the cards we made together and actually dueled with them. I have proof if you want to see it. now let's see~ Ojama Judge - Nice. Locks down the average decks abilty to Special Summon (Which pretty much every deck used in Meta) Relies on. The other effect honestly, is to slow for it self. If the opponent had something worth killing with it, it may have taken your Judge down already. Ojamayor - What? Wait Seriously, what? Ontop of Enervating Mist, the opponent would only be able to have 3 cards in their hand. Activate this as soon as the opponent draw phase comes around and their screwed. Seems pretty banworthy. Ojama Jester - Returns a "Normal" Monster in your graveyard to your deck to switch it's stats. I think it should have higher stats. that's just me. Ojama Duke - Nice. Just Nice. Works well with the original Ojama Fusion Scheme. Konami, make this card. Superherojama Black - Seems pretty broken with Future Fusion but it's attack is nerffed when Ojama Country comes into play. Did you forget to take that into mind when making these cards? Helpful, might cost too much otherwise. Superherojama White - Nice. Intresting effect if you run the right cards with it. Helps clog the enemy field as they cant release it and or Sync Material it (Ojama Trio needs that) OH and you can add Ojamuscle for a nice boost. Superjerohama Rainbow - Difficult to summon but possibly incredibly difficult to beat. As most (Meta) Decks do not run Normal Summon able monsters that can stop 3k Attack/ Its not so difficult to summon now that i take a look at some combos... I dunno what to say about this one. Link to comment
Zeppeli Gyro Supreme Posted November 11, 2010 Author Report Share Posted November 11, 2010 The thing about Ojamayor is that even if your opponent ends up not being able to draw, they'll end up discarding to their hand limit at the end of their turn anyway. That means that they will be able to draw the next turn, unless they fill up their hand again. Super Herojama Black - He is meant to be nerfed when used with Ojama Country. Basically he's for using when you [i]don't[/i] have it out. I edited some of the cards a bit. And you don't have to look at the others if you don't want. I just wanted to make sure at least one person did =P Link to comment
CommanderVolt Posted November 11, 2010 Report Share Posted November 11, 2010 ah, so you did take Ojama country into consideration. Cool Cool. I'll do the rest after i get back from work. Link to comment
Zeppeli Gyro Supreme Posted November 12, 2010 Author Report Share Posted November 12, 2010 When I first made the cards, Ojama Country didn't exist. The Super Herojamas were just beatsticks with 3000+ ATK and 0 DEF, but because of their support I had to move it around a bit and change their effects. Link to comment
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